Gyro Zeppeli (ジャイロ・ツェペリ, Jairo Tseperi) was confirmed to return for All-Star Battle R during the game's initial announcement trailer.[1] He was 1 of 15 playable characters during the Evo 2022 Demo on August 5.[3]
His moveset is fundamentally the same as his from All-Star Battle, with a few tweaks being made to both balance the character and fit him into the overall gameplay tweaks that All-Star Battle R brought.
As Gyro's voice actor since All-Star Battle, Shin'ichirō Miki reprises his role in All-Star Battle R as well. As with the majority of the game's roster, voicelines for Gyro were either added or re-recorded.
Gyro has 900 health and uses the Mounted (スタンド, Sutando) Battle Style, fighting foes on his horse, Valkyrie. He also uses his Steel Balls combined with Spin, utlizing his Scan (スキャン, Sukyan)Stand ability which he temporarily gains in Steel Ball Run. Additionally, in his Great Heat Attack, he is able to make Ball Breaker manifest. During a fight, he can use several different attacks of his that were featured in Steel Ball Run.
Gyro shifts forward slightly and sweeps the opponent's legs, causing a hard knockdown.
Attack type: Low Damage: 20
Crouching Heavy Attack
+ ON GROUND
Gyro does an uppercut, launching the opponent in the air.
Attack type: Low Damage: 37
Jumping Light Attack
IN AIR OK
Gyro sticks his knee outwards, hitting the opponent.
Attack type: Middle Damage: 16
Jumping Medium Attack
IN AIR OK
Gyro kicks straight forwards.
Attack type: Middle Damage: 24
Jumping Heavy Attack
IN AIR OK
Gyro swings downwards, hitting the opponent.
Attack type: Middle Damage: 38
Style/Specials/Etc. [Unmounted] (スタイル/特殊技/その他)
Mounting
ON GROUND
Gyro can summon his horse, Valkyrie, to mount it or dismount and send it away, shifting his movement and available abilities. Valkyrie improves his basic mobility, attack range, and power. However, he loses the ability to Stylish Guard and will be forcibly dismounted if he is hit by a move that hard knockdowns. To note, Gyro's Guard Gauge will not regenerate while he is Mounted unless he is in possession of all three Holy Corpse parts.
If the Style input () is chained from normals while unmounted, 'Quick Mount' is triggered at the cost of Heart Heat, whereby Gyro mounts Valkyrie much faster, and the act of flipping onto his horse can knock the opponent into the air. This provides an easy and quicker method of mounting as well as transitioning Gyro's unmounted combo into a mounted one.
Spin
x2 + ON GROUND CHARGEABLE
Gyro strikes a pose and starts charging the Steel Balls with Spin energy. Adding Spin to the Steel Balls charges the Spin Gauge, which will gradually deplete over time. The damage of corresponding skills will be revised in accordance with the Spin Gauge. Charging the Spin Gauge to maximum puts Gyro in Golden Spin Mode, which prevents spin power from dropping for a fixed period of time and increases the performance of skills that use the Steel Balls. However, Gyro will not be able to use this skill while this mode is in effect.
I toughened my skin.
+ (hold to extend duration) ON GROUND CHARGEABLE
Gyro places a Steel Ball imbued with the Spin on his chest, causing his skin to toughen to prevent him from taking damage at the cost of 0.1 bars of the Heart Heat Gauge on activation. By holding the input, Gyro will continue to guard at the cost of the Heart Heat Gauge continuously draining. This guard prevents chip damage from skills. While guarding, the guard gauge will not decrease, actually regenerating if it has been lowered, and unblockable attacks, aside from throws, become blockable.
Holy Corpse
// while near Corpse Part ON GROUND
Gyro receives a new blessing for every Holy Corpse Part he holds, but if he is successfully knocked down, he will drop the part and lose said blessing.
Gyro can use the move "Scan.'"
Gyro gains Super Armor when throwing Steel Balls, meaning enemy attacks received while skills that throw Steel Balls are in effect no longer knock Gyro back.
Keeps Gyro in Golden Spin Mode.
Steel Ball Icon
Passive
Exclusive to Gyro are two icons displaying how many Steel Balls Gyro currently has in his possession. The icon will become grayed out once Gyro uses a skill that utilizes a Steel Ball and will remain that way until the Steel Ball returns to him. While in Golden Spin Mode, the icons will have a golden tint to them, signifying their increased power.
Rumble Mode (ゴゴゴモード, Gogogo Mōdo)
Activates when under 30% health
This mode is automatically activated once Gyro falls below 30% health. It increases his attack power, as well as the rate at which the Heart Heat Gauge rises, while also decreasing the rate at which the Guard Gauge drops.
Skills [Unmounted] (コマンド技)
Spin, spin!
+ // then // ON GROUND
Gyro throws a Steel Ball as a projectile. The Steel Ball will fall to the ground and spin a short distance across it for a brief amount of time before returning to Gyro either when it reaches its full range of travel or when it hits an opponent. The attack button inputted changes the trajectory of the throw. The Steel Ball will hit on its return unless Gyro is hit during this attack, in which case it will return harmlessly. Up to two balls can be thrown by pressing the attack button again in quick succession. The damage of this skill is dependent on Gyro's Spin Gauge. (Flash Cancel comboable)
Light (): Gyro throws the Steel Ball in a diagonal line upwards.
Medium(): Gyro throws the Steel Ball straight ahead.
Heavy (): Gyro throws the Steel Ball diagonally towards the ground.
Attack type: High Damage: 32 ~ 65 (throw) 10 ~ 24 (return) (depending on Spin Gauge)
Scan
+ (requires at least one corpse part) ON GROUND CHARGEABLE TRAP
Gyro throws a spinning Steel Ball. This projectile cannot be deflected. The Steel Ball will fly as long as the input is held. When is released, the Steel Ball will float in the air for a fixed period of time. While the ball floats there, touching it will cause damage. Inputting the same command a second time while the Steel Ball is in the air can be used to ricochet another Steel Ball off of the original. This will cause the initial Steel Ball that was floating in the air to return to Gyro immediately. The damage of this skill is dependent on the Spin Gauge. (Flash Cancel comboable)
If the second ball is thrown right as the first is returning, it will be thrown in the direction the first ball is currently, resulting in it being thrown at an upward angle. If it does not hit the opponent, it will keep going until it reaches the end of the stage, where it will drop to the ground and spin across it until it returns, which is the only time the ball can hit on its return, regardless of whether Gyro has been hit in the interim or not. If it hits the opponent on the way back, it will cause a hard knockdown.
+ // (Hold to extend duration) ON GROUND CHARGEABLE
Gyro throws a Steel Ball to the ground that proceeds to roll along it. This projectile cannot be deflected. When the ball returns, it generates a small tornado that launches the opponent into the air. Holding the attack button makes the ball continue rolling until it is released or the ball reaches its maximum travel distance. Damage from the ball, distance it travels, and its travel speed increases in order, but the higher the strength of the skill, the more vulnerable Gyro becomes. Damage is also determined by how full the Spin Gauge is. Only one of the Steel Balls can be out at a time with this skill, with it only being able to be recast as the tornado erupts. (first hit Flash Cancel comboable; second hit comboable) If Golden Spin Mode is active, the initial hit causes a crumple.
Gyro drops both spinning Steel Balls to the ground, scattering broken shards around the area and knocking the opponent into the air on hit. The number of hits and the distance away from Gyro the opponent is knocked increases in order, but the more hits and the farther the distance, the more vulnerable Gyro becomes. When in Golden Spin Mode, all variants of this skill deal more damage. To use this skill, both Steel Balls must be in Gyro's possession. (Comboable)
Gyro slides off of Valkyrie and kicks at the opponent.
Attack type: Middle Damage: 28
Jumping Heavy Attack
IN AIR OK
Valkyrie attacks downward with both its front legs.
Attack type: Middle Damage: 40
Style/Specials/Etc. [Mounted] (スタイル/特殊技/その他)
Mounting
ON GROUND
Gyro can summon his horse, Valkyrie, to mount it or dismount and send it away, shifting his movement and available abilities. Valkyrie improves his basic mobility, attack range, and power. However, he loses the ability to Stylish Guard and will be forcibly dismounted if he is hit by a move that hard knockdowns. To note, Gyro's Guard Gauge will not regenerate while he is Mounted unless he is in possession of all three Holy Corpse parts.
If the Style input () is chained from normals while unmounted, 'Quick Mount' is triggered at the cost of Heart Heat, whereby Gyro mounts Valkyrie much faster, and the act of flipping onto his horse can knock the opponent into the air. This provides an easy and quicker method of mounting as well as transitioning Gyro's unmounted combo into a mounted one.
Spin
x2 + ON GROUND CHARGEABLE
Gyro strikes a pose and starts charging the Steel Balls with Spin energy. Adding Spin to the Steel Balls charges the Spin Gauge, which will gradually deplete over time. The damage of corresponding skills will be revised in accordance with the Spin Gauge. Charging the Spin Gauge to maximum puts Gyro in Golden Spin Mode, which prevents spin power from dropping for a fixed period of time and increases the performance of skills that use the Steel Balls. However, Gyro will not be able to use this skill while this mode is in effect.
Steel Ball Icon
Passive
Exclusive to Gyro are two icons displaying how many Steel Balls Gyro currently has in his possession. The icon will become grayed out once Gyro uses a skill that utilizes a Steel Ball and will remain that way until the Steel Ball returns to him. While in Golden Spin Mode, the icons will have a golden tint to them, signifying their increased power.
Rumble Mode (ゴゴゴモード, Gogogo Mōdo)
Activates when under 30% health
This mode is automatically activated once Gyro falls below 30% health. It increases his attack power, as well as the rate at which the Heart Heat Gauge rises, while also decreasing the rate at which the Guard Gauge drops.
Skills [Mounted] (コマンド技)
Spin, spin!
+ // then // ON GROUND
Gyro throws a Steel Ball as a projectile. The Steel Ball will fall to the ground and spin a short distance across it for a brief amount of time before returning to Gyro either when it reaches its full range of travel or when it hits an opponent. The attack button inputted changes the trajectory of the throw. The Steel Ball will hit on its return unless Gyro is hit during this attack, in which case it will return harmlessly. Up to two balls can be thrown by pressing the attack button again in quick succession. The damage of this skill is dependent on Gyro's Spin Gauge. (Flash Cancel comboable)
Light (): Gyro throws the Steel Ball in a diagonal line upwards.
Medium(): Gyro throws the Steel Ball at a slightly downward angle.
Heavy (): Gyro throws the Steel Ball diagonally towards the ground.
Attack type: High Damage: 32 ~ 65 (throw) 10 ~ 24 (return) (depending on Spin Gauge)
Scan
+ (requires at least one corpse part) ON GROUND CHARGEABLE TRAP
Gyro throws a spinning Steel Ball. This projectile cannot be deflected. The Steel Ball will fly as long as the input is held. When is released, the Steel Ball will float in the air for a fixed period of time. While the ball floats there, touching it will cause damage. Inputting the same command a second time while the Steel Ball is in the air can be used to ricochet another Steel Ball off of the original. This will cause the initial Steel Ball that was floating in the air to return to Gyro immediately. The damage of this skill is dependent on the Spin Gauge. (Flash Cancel comboable)
If the second ball is thrown right as the first is returning, it will be thrown in the direction the first ball is currently, often resulting in it being thrown at an upward angle. If it does not hit the opponent, it will keep going until it reaches the end of the stage, where it will drop to the ground and spin across it until it returns, which is the only time the ball can hit on its return, regardless of whether Gyro has been hit in the interim or not. If it hits the opponent on the way back, it will cause a hard knockdown.
Gyro applies both spin imbued Steel Balls to Valkyrie's rear, causing the horse to spin around while stomping wildly, knocking the opponent into the air if hit. Valkyrie travels farther in order, but the more distance, the more vulnerable Gyro becomes. Gyro must possess two Steel Balls for this command to activate. This skill can be used to inflict an additional attack on a downed opponent. When in Golden Spin Mode, this skill deals more damage. (Flash Cancel comboable)
Gyro applies a spin imbued Steel Ball to Valkyrie's rear, causing his horse to charge forward at full speed. If struck, the opponent is launched high into the air. The distance traveled and number of hits increase in order, but the greater the increase, the more vulnerable Gyro becomes. If used up close, this skill has the chance of hitting twice, with the first hit launching the opponent forward while the second launches the opponent high into the air. This skill has Super Armor, so the opponent's attacks will not be able to knock Gyro back. Two Steel Balls need to be in Gyro's possession in order for this command to work.
Gyro throws a Steel Ball imbued with a large amount of Spin Energy towards the opponent at high speeds. If it connects, he'll then forcefully throw the other one as the two Steel Balls shred the opponent's face and send them flying. The initial projectile possesses some homing capabilities. This HHA will automatically retrieve a single Steel Ball for Gyro upon use, and its damage is dependent on how full the Spin Gauge is.
Attack type: High Damage: 179 ~ 188 (depending on Spin Gauge)
Ball Breaker
+ 3 ATK Buttons, or ON GROUND
Gyro's GHA can only be performed while mounted, and will automatically summon Valkyrie when used while unmounted. Executing it will also instantly fill the Spin Gauge to full, automatically activating Golden Spin Mode afterward.
Gyro, galloping forward on horseback, launches a singularly powerful Steel Ball imbued and cloaked with Complete Golden Spin Energy. If it lands, the Steel Ball will shred into the opponent's torso, before Ball Breaker appears in front of them. The Stand finishes the attack by spinning and funneling itself into the Steel Ball, dramatically increasing its power and rotation speed. The entrance of the Stand into the Steel Ball ripping at the opponent generates a massive green burst.
Gyro's GHA is altered when used against Valentine. Valentine attempts to protect himself with D4C Love Train, only for Ball Breaker to penetrate and fly through the dimensional wall, recreating the scene from the battle in the manga. Ball Breaker will zoom past Valentine and D4C's face, the two bracing themselves, before violently exploding in a blast of Complete Golden Spin Energy.
Attack type: High Damage: 310 / 372 / 465 (depending on HH gauge)
Assist System (アシストシステム)
Assault Assist (アサルトアシスト, Asaruto Ashisuto)
ON GROUND
A two-stock assist. Gyro jumps in and throws a Steel Ball onto the ground that either hits the opponent, rolls until it hits an opponent, or cannot travel farther. Once one of those three happen, a tornado shoots up from the Steel Ball, launching the opponent upwards if hit. He then poses before jumping back off-screen.
A two-stock assist. Gyro jumps into the enemy, striking the opponent with his hand in the same way as his Jumping Heavy Attack. He then poses before jumping back off-screen.
Gyro now slides forward a small distance instead of staying stationary.
Standing Heavy Attack
ON GROUND
When Gyro steps forward in his animation, he now actually stays moved forward when he steps back rather than moving back and being in the same place he was when he started the attack.
Crouching Medium Attack
+ ON GROUND
Gyro doesn't move as far forward as he does in All-Star Battle.
Skills [Unmounted] (コマンド技)
Spin, spin!
+ // then // ON GROUND
When Gyro hits an opponent with a Steel Ball, it spins along the ground for a shorter amount of time than it did in All-Star Battle.
Scan
+ (requires at least one corpse part) ON GROUND CHARGEABLE TRAP
The initial ball that Gyro tosses stays out for less time than it did in All-Star Battle and if Gyro hits the opponent with a ricocheted Steel Ball, that ball will also not spin along the ground for as long now. Furthermore, Gyro does not toss the floating ball as far now, though holding the input will still result in the ball traveling for as long as the button is held. When hit with a Steel Ball, whether that be from the initial throw or the return, the opponent will now be knocked to the ground instead of suffering normal hitstun.
Raaaaugh!
+ // (Hold to extend duration) ON GROUND CHARGEABLE
While Gyro can still only have one Steel Ball out at a time for this skill, now, when the command is inputted again, the tornado will erupt early instead of doing nothing.
I'm gonna throw it away!
+ // ON GROUND
The opponent is not launched as far away from Gyro as they were in All-Star Battle. Instead of the opponent being launched farther away in order, it stays the same now.
Normals [Mounted] (通常技)
Standing Medium Attack
ON GROUND
Valkyrie doesn't move as far forward as it did in All-Star Battle.
Standing Heavy Attack
ON GROUND
Valkyrie moves farther forward than it did in All-Star Battle.
Crouching Heavy Attack
+ ON GROUND
Valkyrie now moves forward when using this attack instead of staying stationary.
Skills [Mounted] (コマンド技)
Spin, spin!
+ // then // ON GROUND
When Gyro hits an opponent with a Steel Ball, it spins along the ground for a shorter amount of time than it did in All-Star Battle.
Scan
+ (requires at least one corpse part) ON GROUND CHARGEABLE TRAP
The initial ball that Gyro tosses stays out for less time than it did in All-Star Battle and if Gyro hits the opponent with a ricocheted Steel Ball, that ball will also not spin along the ground for as long now. Furthermore, Gyro does not toss the floating ball as far now, though holding the input will still result in the ball traveling for as long as the button is held. When hit with a Steel Ball, whether that be from the initial throw or the return, the opponent will now be knocked to the ground instead of suffering normal hitstun. Additionally, when throwing the first Steel Ball pointblank, it no longer whiffs.
Run wild, run free!
+ // ON GROUND WHEN DOWNED
This skill executes faster than it did in All-Star Battle, meaning the hitbox is not active for as long as it used to be in All-Star Battle.
Winds from Mexico
+ // ON GROUND
For the variant, Valkyrie does not move as far as it did in All-Star Battle.
General Changes
Skills that use Steel Balls decrease the Spin Gauge less than they did in All-Star Battle.
The Spin Gauge naturally depletes significantly slower than it did in All-Star Battle.
If Gyro is hit while a Steel Ball is out, the Steel Ball will now no longer hit the opponent when it returns. The only exception to this is the "Scan" skill and only in the circumstance that the returning Steel Ball is one that was spinning across the ground and never hit the opponent when initially thrown.
Medal List
Costumes & Tints
Costumes
Normal
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The player's Heart Heat Gauge continuously refills. The opponent's defense and attack power are increased.
Secret Missions
1. Land a counterattack: 1000 G 2. Land a 10-hit combo: Gyro Reference Sketch 3. Land the "Bubble Cutter" skill: Caesar Color Tint C
Entrance Dialogue
Gyro: Say, have we met somewhere? I feel like I haven't met you... but you don't seem like a stranger. Caesar: A Steel Ball? That's an unusual style. Care for a round?
Victory Dialogue
Caesar: I feel... some sort of connection here. To you, to that Steel Ball...
Defeat Dialogue
Gyro: You're so impatient. Try taking the scenic route sometime. You might find something good that way.
The opponent's Ripple damage and defense are increased.
Secret Missions
1. Land a counterattack: 1000 G 2. Land a 10-hit combo: Gyro (Mounted) Publicity Artwork 3. Land a Heart Heat Attack: Gyro's Theme 4. Win with a Great Heat Attack: Gyro Special Outfit A
Entrance Dialogue
Zeppeli: Now that's an interesting technique you've got there. I'd be much obliged for a match. Gyro: You noticed my Spin? Just who are you?
Victory Dialogue
Gyro: You're out here spitting wine, and you think Steel Balls are a weird weapon?
Defeat Dialogue
Zeppeli: You've certainly got talent, boy. Say, we haven't met before, have we?
Gyro's theme is GO! GO! ZEPPELI (GO! GO! ZEPPELI, Gō! Gō! Tseperi), and can be unlocked in-game by landing a Heart Heat Attack in All-Star Battle Mode's Gyro vs Will Anthonio Zeppeli Extra Battle.
Its name is taken to the phrase that is printed on Gyro's teeth, shown in Chapter 1 of Steel Ball Run.
One of the main protagonists of Part 7: Steel Ball Run. He is a Neapolitan executioner who is well-versed in the various effects of the Spin technique. His favorite phrase is "Nyo-ho!". Toward the end of the story, he is defeated and shot dead by Valentine. However, thanks to the lesson he leaves behind, Johnny fully manifests the complete Golden Spin within his nail bullets and defeats the President.
A Neapolitan praetor who learns the "Spin" technique, which produces a number of effects. He is killed in battle with Valentine in the end, but teaches Johnny to perfect his nail bullets with Complete Golden Spin Energy to defeat the President.
The Stand of Gyro Zeppeli, drawn out by the Saint's Corpse. By projecting the waves of a spinning Steel Ball's vibration onto an object, Gyro can see inside or beyond the target. He loses the Stand when he gives away his part of the corpse, and it never develops as Johnny's Tusk does.
Gyro Zeppeli's Stand that lets him see inside or beyond things struck by the energy waves of his spinning Steel Balls. However, he loses it when he lets the corpse parts go, and it never develops as Johnny's Tusk Stand does.
A tool developed by the Zeppeli Family for their Spin technology. The tool's main function is to pacify criminals during their executions, but it can also used in battle for both attack and defense.
An implement developed by the Zeppeli family for their "Spin" technique, primarily as a means of dispatching criminals on death sentences. However, it is also used in battle for both attack and defense.
A technique that allows one to harness infinite rotation by having their horse create the form of the golden rectangle, as well as the form taken by the energy it creates. The Zeppeli family discovered this Steel Ball throwing technique hundreds of years ago, which was used by knights before being obsoleted. This phenomena can even break through dimensional barriers.
A technique whereby a horse follows a path described by a golden rectangle, developing infinite spin on another golden rectangle's path. The Zeppeli family discovered this hundreds of years ago, along with the Steel Ball throwing technique.
A body split into nine parts: its heart, left arm, eyes, head, ears, spinal cord, right arm, torso, and legs. Each part bears miraculous power that allows it to fuse with the body of its holder, awaken Stand abilities, and even restore the use of a paraplegic's legs.
A body in nine parts: heart, left arm, eyes, head, ears, spinal cord, right arm, torso, and legs. By absorbing them, Stand abilities are unleashed which have miraculous effects, such as allowing paraplegics to walk again.
In commemoration of the release of Parallel World Diego as the 4th paid DLC character for ASBR, the Japanese ASBR Twitter account hosted a giveaway of 20 sets of 3 ASBR Steel Ball Run badges,[4] although only to be delivered to addresses in Japan.[5] The badges in question contain the ASBR render images of Gyro, Parallel World Diego, and Johnny Joestar respectively.
The campaign started on June 16, 2023, and lasted until July 2 at 11:59pm JST. To enter the giveaway lottery, users only had to:
Retweet the tweet that announced the giveaway in the first place.
However, Twitter accounts set to private were ineligible for the giveaway. Unfollowing the ASBR Twitter account before the end of the giveaway also deemed users ineligible. Furthermore, attempting to join the giveaway with multiple accounts disqualified all of the associated accounts from the giveaway.[5]
The giveaway was directly implemented by Bandai Namco themselves, with no third party involvement, and the winners of the giveaway were notified via Twitter DMs. Said winners were announced sometime towards the end of July 2023. The gifts were only eligible for people in Japan, and were scheduled to be delivered in mid-August 2023.[5]
The activation of move has been standardized for all characters.
"Run wild, run free!" skill
Reduced the time it takes for the hurtbox to disappear, fixing the issue where the hurtbox would misalign under certain circumstances.
"Scan" skill
Trap changed to disappear when Stylish Guarded.
1.4.0
Spin Gauge
Reduced the speed at which the gauge decreases over time.
Reduced the amount of gauge used for each steel ball thrown.
Standing Medium Attack [Dismounted]
Increased forward movement.
Increased knockback.
Standing Heavy Attack [Dismounted]
Increased forward movement.
Increased knockback.
Increased the amount of time the hurtbox is present.
Crouching Medium Attack [Dismounted]
Increased the amount of time the hurtbox is present.
Crouching Heavy Attack [Dismounted]
Sped up time it takes for hitbox to appear.
"Spin, spin!" skill [Dismounted]
Increased the duration of Super Armor when Gyro has 2 or more Holy Corpse parts.
"Scan" skill
Increased size of the projectile-erasing hitbox.
"Scan" skill [Follow-up]
Eased the combo restrictions.
"Run wild, run free!" skill
Increased hitstop of the final hit.
"Raaaaugh!" skill
Increased the duration of Super Armor when Gyro has 2 or more Holy Corpse parts.
Reduced the initial travel distance.
1.5.0
Standing Medium Attack [Dismounted]
Fixed camera movement.
1.6.0
Crouching Medium Attack [Dismounted]
Decreased forward movement.
Increased recovery time.
Steel Balls
Changed so if Gyro is hit while the Steel Ball is returning after a skill, its hitbox will disappear.
Changed so if Gyro is hit while the Steel Ball is spinning on the ground, it will lose its hitbox and immediately return.
When possessing two or more Holy Corpse parts, the point when Super Armor applies has been delayed.
This change is to allow moves that throw Steel Balls to keep their effectiveness in neutral at long and medium ranges while nerfing its effectiveness against opponents attempting to attack on wake-up.
"Scan" skill
Adjusted the firing position to fix the issue where the second hit would not connect with opponents directly in front of Gyro.
"Raaaaugh!" skill
Fixed issue where the tornado portion of the skill would remain even after the move was Stylish Guarded.
Increased recovery time.
"One moooore shot!" HHA
Capped the damage reduction adjustment at 50%.
2.0.0
Crouching Medium Attack [Dismounted]
Adjusted the attack weight value that determines when a Clash occurs to fix an issue where this attack would clash with skills.
"Raaaaugh!" skill
Fixed a bug where the Steel Balls would still have a hitbox when returning to Gyro if he'd been hit or was guarding, a change made in Patch 1.6.0.
Fixed a bug where the second hit of a deployed Steel Ball could be repeated within a certain interval as long as the opponent was on top of the Steel Ball.
2.1.0
Mounted Mode
Fixed a bug where, after jumping and not performing an aerial attack, the landing recovery while Mounted was much shorter than intended.
Standing Light Attack [Mounted]
Fixed so the attack will deal Chip Damage like Mounted normals are supposed to.
Jumping Medium Attack [Mounted]
Fixed so the attack will deal Chip Damage like Mounted normals are supposed to.
"Mounting" Style
Adjusted so that Gyro is never considered to be airborne while mounting.
This change is intended to make punishing this ability more consistant since Gyro could easily drop out of combos due to how low to the ground he was while performing this ability.